FunkyLobster
Inkling Cadet
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Posts: 153
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Post by FunkyLobster on Mar 30, 2015 11:34:45 GMT
incase you haven't already seen the video; youtu.be/Jp673vb1-zIimmediately, you can tell that the splattershot jr. is an inverse of the .52 gal - it has a very fast rate of fire, with its tradeoff being kill potential, much like an smg. it has a very wide spread for the ink to spray in, making it difficult to frag unless you get very close. however, because of its very fast firing rate, its clear that it specializes in area coverage; you can spray across world geometry really fast with it (as seen by how fast the inkling coated the slope with ink,) allowing for incredible mobility around the map, and in splat zones it can take priority in coating the zone with ink (would also be effective in turf wars, although maybe a bit more chaotic) i feel like its going to be a weapon with a low skill floor but a high skill ceiling, with skilled players using it to squid around the map with its insane mobility, and taking advantage of that mobility to surprise other players and get in their face for a frag whats everyone elses thoughts? i could be completely wrong, but the junior looks more interesting than i imagined it would
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Xeiros
Inkling Admiral
Posts: 253
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Post by Xeiros on Mar 30, 2015 11:59:53 GMT
It doesn't just tradeoff kill potential, but range as well. It has the shortest range of all the known shot-based weapons. In a head on confrontation against pretty much every other main weapon, it will lose more often than not as it is at a severe disadvantage. it boils down to they'll splatter you long before you can even land a single hit. It's good to know when to cheese it which for this weapon will be rather often I'd imagine.
Not only that, but due in part both to its poor range and the number of hits it needs to take an inkling out, even the normally shorter ranged less threatening Splat Roller users can simply tank the hits and run you over thanks also in part to the fact that unlike shot-based guns it loses no speed while inking on the move. This issue can be further magnified if the enemy inkling in question is using any health enchantment perks.
Luckily this is a team game and you're not meant to be a one inkling army. It fills it's role in the team's structure most admirably I'd say. I wonder what its two supporting weapons will turn out to be.
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FunkyLobster
Inkling Cadet
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Posts: 153
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Post by FunkyLobster on Mar 30, 2015 12:08:57 GMT
It doesn't just tradeoff kill potential, but range as well. It has the shortest range of all the known shot-based weapons. In a head on confrontation against pretty much every other main weapon, it will lose more often than not as it is at a severe disadvantage. it boils down to they'll splatter you long before you can even land a single hit. It's good to know when to cheese it which for this weapon will be rather often I'd imagine. Not only that, but due in part both to its poor range and the number of hits it needs to take an inkling out, even the normally shorter ranged less threatening Splat Roller users can simply tank the hits and run you over thanks also in part to the fact that unlike shot-based guns it loses no speed while inking on the move. This issue can be further magnified if the enemy inkling in question is using any health enchantment perks. Luckily this is a team game and you're not meant to be a one inkling army. It fills it's role in the team's structure most admirably I'd say. I wonder what its two supporting weapons will turn out to be. one thing id say it has going for it over the splat roller is that since you can shoot ahead of you much faster (flicking the splat roller has a long cooldown,) it definitely emphasizes mobility over killing, considering you can squid up walls much easier and splatterhop (technique shown below) with ease
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Post by JP4464 on Mar 30, 2015 12:19:12 GMT
Yeah, Splattershot-type weapons definitely have the advantage of mobility over Splat Rollers, especially with regards to the ability to Splatterhop as a Splattershot player.
I'm really liking the Splattershot Jr's design. Aside from its uzi-like rate of fire, the gun looks like an actual water pistol, which just adds that much more personality to this game.
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Post by inyo on Mar 30, 2015 12:19:52 GMT
It doesn't just tradeoff kill potential, but range as well. It has the shortest range of all the known shot-based weapons. In a head on confrontation against pretty much every other main weapon, it will lose more often than not as it is at a severe disadvantage. it boils down to they'll splatter you long before you can even land a single hit. It's good to know when to cheese it which for this weapon will be rather often I'd imagine. Not only that, but due in part both to its poor range and the number of hits it needs to take an inkling out, even the normally shorter ranged less threatening Splat Roller users can simply tank the hits and run you over thanks also in part to the fact that unlike shot-based guns it loses no speed while inking on the move. This issue can be further magnified if the enemy inkling in question is using any health enchantment perks. Luckily this is a team game and you're not meant to be a one inkling army. It fills it's role in the team's structure most admirably I'd say. I wonder what its two supporting weapons will turn out to be.
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Xeiros
Inkling Admiral
Posts: 253
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Post by Xeiros on Mar 30, 2015 12:39:46 GMT
It's somewhat interesting to me how some weapons are better than others at actually taking advantage of the way in which they spread ink. At least at first anyway The Splat Roller for example is unable to actually use the ink it lays down to quickly swim forward as a squid. Instead its teammates are the ones best able to reap the initial benefits of the ink it leaves in its wake.
As for Splatterhopping, it's still inferior to creating a trail of ink and swimming through it. Even more so if any squid speed boost perks are in use. The creation of said ink path and the one swimming through it don't necessarily need to be the same inkling. Teamwork baby. What's that? You're all alone and for whatever reason the area in front of you is covered in the enemies ink? Do you try to cover it up or splatterhop on through. I'm not sure what game mode this imaginary scenario is taking place in.
Now that splatterhopping is brought up again I don't think I ever saw anyone actually use it in the recent hands on footage. Maybe they forgot it was even a thing. It's actual value is still up in the air for me. It comes down to the whole watching people play a demo build of a game versus actually playing the final build for ourselves in couple months time.
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skyblue
Inkling Commander
Ink! (ノ◕ヮ◕)ノ*:・゚✧
Posts: 175
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Post by skyblue on Mar 30, 2015 12:52:25 GMT
It's somewhat interesting to me how some weapons are better than others at actually taking advantage of the way in which they spread ink. At least at first anyway The Splat Roller for example is unable to actually use the ink it lays down to quickly swim forward as a squid. Instead its teammates are the ones best able to reap the initial benefits of the ink it leaves in its wake. As for Splatterhopping, it's still inferior to creating a trail of ink and swimming through it. Even more so if any squid speed boost perks are in use. The creation of said ink path and the one swimming through it don't necessarily need to be the same inkling. Teamwork baby. What's that? You're all alone and for whatever reason the area in front of you is covered in the enemies ink? Do you try to cover it up or splatterhop on through. I'm not sure what game mode this imaginary scenario is taking place in. Now that splatterhopping is brought up again I don't think I ever saw anyone actually use it in the recent hands on footage. Maybe they forgot it was even a thing. It's actual value is still up in the air for me. It comes down to the whole watching people play a demo build of a game versus actually playing the final build for ourselves in couple months time. in turf war idk how much splatter hopping you're going to want/need to do, but I can see t he benefits of it in splat zone. if your teams in trouble, or in the lead, or heck just whenever I can see it helping you get back to the zone area quickly. though we do have the (i'm derping on names today) squid jump to just land near team players.
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FunkyLobster
Inkling Cadet
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Posts: 153
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Post by FunkyLobster on Mar 30, 2015 13:00:30 GMT
It's somewhat interesting to me how some weapons are better than others at actually taking advantage of the way in which they spread ink. At least at first anyway The Splat Roller for example is unable to actually use the ink it lays down to quickly swim forward as a squid. Instead its teammates are the ones best able to reap the initial benefits of the ink it leaves in its wake. As for Splatterhopping, it's still inferior to creating a trail of ink and swimming through it. Even more so if any squid speed boost perks are in use. The creation of said ink path and the one swimming through it don't necessarily need to be the same inkling. Teamwork baby. What's that? You're all alone and for whatever reason the area in front of you is covered in the enemies ink? Do you try to cover it up or splatterhop on through. I'm not sure what game mode this imaginary scenario is taking place in. Now that splatterhopping is brought up again I don't think I ever saw anyone actually use it in the recent hands on footage. Maybe they forgot it was even a thing. It's actual value is still up in the air for me. It comes down to the whole watching people play a demo build of a game versus actually playing the final build for ourselves in couple months time. in turf war idk how much splatter hopping you're going to want/need to do, but I can see t he benefits of it in splat zone. if your teams in trouble, or in the lead, or heck just whenever I can see it helping you get back to the zone area quickly. though we do have the (i'm derping on names today) squid jump to just land near team players. i think splatterhopping its going to be a fundamental technique, considering that its easy to execute that brings a lot of mobility to your inkling, and probably has a large variety of uses, kind of like wavedashing in melee, or rocketjumping in quake/tf2 that said the game isnt even out yet lol, well have to see, but i absolutely think its a worthwhile technique
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Post by JP4464 on Mar 30, 2015 14:02:14 GMT
in turf war idk how much splatter hopping you're going to want/need to do, but I can see t he benefits of it in splat zone. if your teams in trouble, or in the lead, or heck just whenever I can see it helping you get back to the zone area quickly. though we do have the (i'm derping on names today) squid jump to just land near team players. i think splatterhopping its going to be a fundamental technique, considering that its easy to execute that brings a lot of mobility to your inkling, and probably has a large variety of uses, kind of like wavedashing in melee, or rocketjumping in quake/tf2 that said the game isnt even out yet lol, well have to see, but i absolutely think its a worthwhile technique Yeah I agree. Since placing ink is both a defensive and offensive option, splatterhopping seems like an excellent method of mobility for Splattershot-type weapon users.
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Astral
Inkster Jr.
Ayy lmao
Posts: 27
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Post by Astral on Mar 30, 2015 19:07:10 GMT
This weapon covers a surprisingly large amount of space with ink in a short time, i believe in a past video i saw, it also has the capability of splatting people in about 3-4 shots. This weapon definitely has a lot of potential
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Post by TheBlackbird on Mar 31, 2015 3:34:26 GMT
If can kill quickly if you have the good fortune to have the majority of the shots hit. Otherwise, it seems like it's nigh-useless for combat beyond close range. Amazing coverage, though.
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